Discipline Priest Healing Spec, Builds, Talents, and Glyphs (WoD 6.2)

On this page, we present the viable talent and glyph choices for
Discipline Priests in World of Warcraft WoD 6.2. We detail what each of the talents and
glyphs do and in which situations they should be taken.

The other pages of our Discipline Priest guide can be accessed
from the table of contents on the right.

About Our Reviewer

This guide has been reviewed and approved by
Jhazrun,
one of the best Discipline Priests in the world, who raids in
Paragon.

Talents can easily be changed, thanks to Tomes of the Clear Mind.
You will frequently find yourself changing talents and glyphs between
encounters, in order to adapt your play style to different mechanics.
Therefore, it is important to understand what each of your talents does and
how they affect your play style.

Desperate Prayer is an instant-cast self-heal that heals you for
22% of your maximum health, with a 2-minute cooldown.

Spectral Guise allows you to enter a pseudo-stealth state (you
remain in combat), leaving behind an illusion of yourself. The effect lasts
for 6 seconds, or until you receive 3 attacks.

Angelic Bulwark is a passive ability that grants you a 20-second
damage absorption shield, for 15% of your maximum health, each time you drop
below 30% health. The effect has an internal cooldown of 90 seconds.

Here, we feel that the choice will come down to either
Desperate Prayer or Angelic Bulwark. We prefer Desperate Prayer,
because it can be used on-demand. Angelic Bulwark can be great when it
procs, so it is useful for fights where you often drop below 30% health
(progression content, most likely) That said, the lack of control over Angelic
Bulwark makes it somewhat undesirable, so we recommend Desperate Prayer as a
default choice.

That said, Spectral Guise does have a few PvE applications, such
as resetting boss encounters or mitigating some encounter mechanics, such as
fixates.

Angelic Feather allows you to place up to 3 feathers on the
ground. Collecting a feather (running through it) increases the player's
movement speed by 60% for 6 seconds. This ability has a maximum of 3 charges,
and a 10-second recharge time.

Phantasm causes your Fade to remove all
movement-impairing effects from you. It also makes you unslowable for 5
seconds.

We feel that Body and Soul offers you the most control over when to
offer the movement speed increase, and to whom. However, keep in mind that
pre-existing Weakened Soul debuffs on players (due to you or someone
else having shielded them recently) may prevent you from using this. Also,
using this basically means you may end up wasting a Power Word: Shield
altogether (assuming the target does not take damage) only to offer the
movement speed boost.

Angelic Feather offers a longer movement speed boost, and
it has fewer restrictions than Body and Soul. It also costs less Mana to use.
It is, however, reliant on the recipients of the buff actively running through
the feathers left behind. Moreover, targeting specific players with this
ability when the raid is stacked together is practically impossible.

Mindbender is an improved version of Shadowfiend,
which it replaces. The Mindbender has a lower cooldown, and provides you with
Mana regeneration each time it attacks its target. It also deals more
damage.

Power Word: Solace is a spell that replaces your Holy Fire.
The differences are that Power Word: Solace does not cost Mana, and instead
regenerates 2% of maximum Mana when cast.

These talents have, at best, situational uses. They may be useful in
some encounters, but most likely will only be used during trash and
questing. Your choice will be largely irrelevant.

These talents do not influence your performance in any way, their uses
being entirely situational. We advise that you choose the talent you prefer
the most, or that one which applies best to the conditions of the
encounter.

Twist of Fate passively increases your damage and healing by 15%
for 10 seconds after heal a target that is below 35% health.

Power Infusion is a 2-minute cooldown that increases your haste by
25%, and reduces the Mana cost of all your spells by 20%, for 20 seconds.

Spirit Shell is a 1-minute cooldown that causes your
Heal, Flash Heal, and Prayer of Healing to place
absorption effects on their targets instead of healing them, for 10 seconds.
The shields placed in this way last for 15 seconds.

Cascade is a sort of chain heal. It heals an initial target
(with the healing being greater the farther away that target is), and then
bouncing to additional allies up to 4 times. Each time that the heal bounces,
it splits into 2 heals. It can never heal the same target more than twice.

Divine Star resembles a yo-yo, in the sense that the
ball of energy travels in a path away from you (in front of you), and after
reaching a certain point (24 yards away), it returns. Both on the first, as
well as on the second trip, it heals allies in its path.

Halo causes an effect around you, which expands up to a 30-yard
radius. Allies who are inside it are healed, and the highest amount of healing
is done to players who are at the 25-yard mark.

Of the three talents, Cascade is an easy fire-and-forget
choice for most situations. It does best in large spread-out groups. For
smaller groups, you may prefer the controlled pattern of Halo.

Clarity of Will is a large damage absorption shield, with a cast
time and no cooldown. It lasts 20 seconds, and it does not apply the
Weakened Soul debuff.

Words of Mending is a passive ability that causes your healing and
shielding spells to grant you a stack of Word of Mending. When you
reach 10 stacks, your next targeted healing or shielding spell also casts a
Prayer of Mending on your target.

Saving Grace is a powerful, fast, and quite expensive single
target heal. It is more efficient than Flash Heal, so to compensate for
this, each time it heals it debuffs you, reducing the effectiveness of your
heals and absorbs by 15% for 8 seconds, stacking up to 6 times.

Glyph of Penance increases the Mana cost of Penance by
20%, but allows it to be cast while moving. If the encounter on which you are
progressing requires you to heal on the move, this glyph is practically
mandatory.